I don't really know what to say. It's mostly up to you. Indeed you would appreciate 2.5 more if you played PI2. Either way, the release of 2.5 is far away (for now), so maybe you'd forget some of the original.wildweasel wrote:I'm seriously torn here. Do I play Phocas Island 2 now, potentially getting a lesser experience but being able to better appreciate 2.5 when it's released, or should I wait and play 2.5 and have a fresh experience without thinking "hey I remember this part"?
Phocas Island 2: Re-Phocased. Is it back?
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Phocas Island 2.5 (check out the first post)
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Re: Phocas Island 2.5 (check out the first post)
I had the same problem. Take the plunge and play the original, it's still great no matter how you look at it
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Re: Phocas Island 2.5 (check out the first post)
I finished Phocas 2 a few days ago - only taking a peek at the walkthrough when I couldn't find that magic rock for the lake in Height.
It was quite a novelty playing a doom wad that actually has puzzles and requires some thinking... And I loved it.
Wish you the best of luck with this
It was quite a novelty playing a doom wad that actually has puzzles and requires some thinking... And I loved it.
Wish you the best of luck with this
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Re: Phocas Island 2.5 (check out the first post)
Quick question, are you revamping the combat system? If you are here are my ideas: alt-fire for axe would block certain enemy attacks; alt-fire for the rifle would look down the sights, zoom a bit and become more accurate; "log-gun" alt-fire would swing the log for a melee attack.
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Re: Phocas Island 2.5 (check out the first post)
I never really thought about it. I consider it.SamVision wrote:Quick question, are you revamping the combat system? If you are here are my ideas: alt-fire for axe would block certain enemy attacks; alt-fire for the rifle would look down the sights, zoom a bit and become more accurate; "log-gun" alt-fire would swing the log for a melee attack.
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Re: Phocas Island 2.5 (check out the first post)
Curious, do you need any more help with anything?
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Re: Phocas Island 2.5 (check out the first post)
At the moment, no. I'm too busy with starcraft 2. After that though I'll see what needs to be done. I have yet to get your sbarinfo to work, but I haven't really done much with it yet either.Demolisher wrote:Curious, do you need any more help with anything?
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Re: Phocas Island 2.5 (check out the first post)
It doesn't work? It works when I drag it onto doom 2... Also, honestly, I think what you are looking to accomplish (a display that can be toggled) is easier in acs, sbarinfo is really only good for Health/Armor/Ammo and assorted others. I could write a simple script that prints the right items that can be toggled, with no blank spaces pretty easily.
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Re: Phocas Island 2.5 (check out the first post)
Uh, SBARINFO can in fact have toggled displays that only pop up when queued... That is fairly easy with inventory items and the InInventory block switch. Evne trickier but possible is the ability to add a display that fades out after being queued, though someone should put in a feature request to add specific support for it in SBARINFO so it doesn't have to be hacky.
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Re: Phocas Island 2.5 (check out the first post)
I found out what was wrong. It doesn't work when using the alternative hud in gzdoom. Using the standard hud displayed it properly. I think just editing my current inventory display without gaps would be the preferred method.Demolisher wrote:It doesn't work? It works when I drag it onto doom 2...
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Re: Phocas Island 2.5 (check out the first post)
Hey, for what it's worth, I'd like to help if I can. I can write DECORATE like a mofo, and ACS is fine too.
Or, if you'd like, I'd be willing to take your TEXTUREx and PNAMES and turn them into a sleek 'n sexy TEXTURES.
Or, if you'd like, I'd be willing to take your TEXTUREx and PNAMES and turn them into a sleek 'n sexy TEXTURES.
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Re: Phocas Island 2.5 (check out the first post)
my inventory display script looks like this:
Spoiler:My head hurts from trying to figure out how to skip gaps between items.
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Re: Phocas Island 2.5 (updated Aug 12, 2010)
Another "before and after". This area isn't finished yet though.
Spoiler:
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Re: Phocas Island 2.5 (updated Aug 12, 2010)
Is that area "Height"? If so, great improvement. The lighting and new textures caught my eye, as well as the more closed in feeling from the overhead rock. The original Height didn't seem as inspired as it could have been. I do hope there will be more open areas like in the original though. Some strange and ominous rock formations could give it more personality also. Those rock pillars are a start.
Somehow, the blue sky with that scene is kind of chilling. I don't know exactly what it is. The place looks serene, and chilling, like something's not right. Or maybe it's just my imagination.
Somehow, the blue sky with that scene is kind of chilling. I don't know exactly what it is. The place looks serene, and chilling, like something's not right. Or maybe it's just my imagination.
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Re: Phocas Island 2.5 (updated Aug 12, 2010)
Yep, it's height, and thanks. I agree that Height in Phocas2.wad was rather bland compared to the other maps. It's still a work in progress though.Red Phazon wrote:Is that area "Height"? If so, great improvement. The lighting and new textures caught my eye, as well as the more closed in feeling from the overhead rock. The original Height didn't seem as inspired as it could have been. I do hope there will be more open areas like in the original though. Some strange and ominous rock formations could give it more personality also. Those rock pillars are a start.
Somehow, the blue sky with that scene is kind of chilling. I don't know exactly what it is. The place looks serene, and chilling, like something's not right. Or maybe it's just my imagination.